Full Name |
Frick Undarro |
Classes/Levels |
275 XP |
Gender |
HP 8/11, AC 20, T 11, FF 19, Fort +3, Ref +1, Will +1, CMD 15, Init +1, Perc +1, |
Size |
Medium |
Alignment |
LE |
Deity |
Asmodeus |
Languages |
Common, Elven |
Strength |
16 |
Dexterity |
12 |
Constitution |
12 |
Intelligence |
7 |
Wisdom |
9 |
Charisma |
16 |
About Frick Undarro
Frig Undarro
Male Drow Antipaladin 1 Age 25
LE Medium Humanoid (Drow)
Init +1; Senses Darkvision; Perception +1
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DEFENSE
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AC 20, touch 11, flat-footed 19 (+9 Armor, +1 dex)
HP 11 (1d10+1)
Fort +3, Ref +1, Will +1
Immune Sleep, +2 vs Enchantments, SR 7
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OFFENSE
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Speed 30 ft.
Melee Great Sword +4 (2d6+4 19-20x2) or Power Attack +3 (2d6+7 19-20x2)
Ranged Longbow +2 (1d8 x3)
Javelin +3 (1d6+3)
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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SLAs (1/Day each): dancing lights, darkness, faerie fire
Aura of Evil (Ex):The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.
Detect Good (Ex):At will, an antipaladin can use detect good, as the spell. An antipaladin can, as a move action, concentrate on a single Item or individual within 60 feet and determine if it is good, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the antipaladin does not detect good in any other object or individual within range.
Smite Good (Su):Once per day, an antipaladin can call out to the dark powers to crush the forces of good. As a swift action, the antipaladin chooses one target within sight to smite. If this target is good, the antipaladin adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his smite. If the target of smite good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to 2 points of damage per level the antipaladin possesses. Regardless of the target, smite good attacks automatically bypass any DR the creature might possess.
In addition, while smite good is in effect, the antipaladin gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the antipaladin targets a creature that is not good, the smite is wasted with no effect.
The smite good effect remains until the target of the smite is dead or the next time the antipaladin rests and regains his uses of this ability. At 4th level, and at every three levels thereafter, the antipaladin may smite good one additional time per day, as indicated on Table: Antipaladin, to a maximum of seven times per day at 19th level.
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WEAKNESS
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Light Blindness: Creatures with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light. (-1 attacks, perception checks)
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STATISTICS
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Str 16, Dex 12, Con 12, Int 7, Wis 9, Cha 16
Base Atk +1; CMB +4; CMD 15
Feats: Power Attack
Skills: Perception +1 (+2 race, -1 wis), Stealth +4 (1 rank, 1 dex, 3 class, -1 from Plate Mail)
Racial Modifiers: Drow; +2 Dex, +2 Cha, -2 Con, Darkvision, Immune Sleep, +2 perception, SR 6+lvl, Light-Blindness, Poison Use, Weapon Familiarity
Languages Common, Elven
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GEAR/POSSESSIONS
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Location: On Persons
Carrying Capacity Light: lbs. Medium: lbs. Heavy: lbs.
GP:0 GP
Great Sword 8 lbs. - 25 GP
Scale Mail 30 lbs. - 50 GP (+5A/+3D/-4ACP/20')
Plate Mail 30 lbs. - worth 1500 GP (+9 AC, +1 dex, -6 ACP, 20')
Longbow 3 lbs. - 75 GP
Javelin
Total Weight: 41 lbs.
Appearance: A purple wretched creature.